D&D 5E How Does A Fighter Deal With Falling In Battle?

Jaelommiss

First Post
You're probably not going to like this answer, but to me letting the enemy have even a single attack is the result of a strategic failure. Play smart and cunning, and be utterly ruthless. If an enemy is able to harm you significantly on a hit, then they could crit and kill you. Don't give them that chance.

Use hit and run tactics, ambush them, poison their food, blind them with ceramic pots of sand that you heated over a fire. Disarm them and throw away their weapon. If they have prepared defenses, find a way around, out wait them (if magical), destroy them, or deceive your way past them. Take time to gather accurate intelligence. Learn their watch rotation. An adventuring party is a high mobility team that can use any crack to shatter defenses if you only take time to find one.

The moment your victory relies on HP attrition you doom yourself to failure. Sooner or later something will have more HP or end up rolling better than you. PCs will be in dozens of battles, and you only need to die once to lose your character (depending on your campaign's rules on Raise Dead).


I'll give you an example. I'm playing in a game where everyone is level 3. Tonight we will be facing a CR 8 downgraded Roc. If we rely on trading blows until it stops moving, we will lose. I've seen its stats, and it'll easily drop each of us in a single turn. So, we need to play smart. We're planning on smearing toxic mushrooms on a cow and leaving it out for the Roc. DM willing, we're then going to use a ballista to launch a harpoon at it and reel it back to the ground. A poisoned, land-bound Roc is significantly easier, and we might even have a chance of defeating it in a straight up fight. But that's not enough. Next we'll net it so that it can't move at all. Then, and only then, will we engage it using ranged attacks. This is still a monstrous bird that could crit any one of us down to instant death so we cannot afford to let it attack even once. Giving it that chance would be a mistake by all reasonable metrics.

In a typical D&D campaign this generally isn't necessary because DMs tend to scale challenges to the party's strength. If, however, you want to seem godlike for your level, then taking a minute to plan the optimal assault plan (time willing) will drastically increase your overall effectiveness.

Edit: I really went off on a tangent there. To relate it back to the OP, going unconscious sucks. It means you are no longer able to choose what you do, and that is generally not enjoyable. Playing smart reduces the chance of going unconscious, and therefore reduces the time spent being unable to choose what you do.
 
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GameOgre

Adventurer
You're probably not going to like this answer, but to me letting the enemy have even a single attack is the result of a strategic failure. Play smart and cunning, and be utterly ruthless. If an enemy is able to harm you significantly on a hit, then they could crit and kill you. Don't give them that chance.

Use hit and run tactics, ambush them, poison their food, blind them with ceramic pots of sand that you heated over a fire. Disarm them and throw away their weapon. If they have prepared defenses, find a way around, out wait them (if magical), destroy them, or deceive your way past them. Take time to gather accurate intelligence. Learn their watch rotation. An adventuring party is a high mobility team that can use any crack to shatter defenses if you only take time to find one.

The moment your victory relies on HP attrition you doom yourself to failure. Sooner or later something will have more HP or end up rolling better than you. PCs will be in dozens of battles, and you only need to die once to lose your character (depending on your campaign's rules on Raise Dead).


I'll give you an example. I'm playing in a game where everyone is level 3. Tonight we will be facing a CR 8 downgraded Roc. If we rely on trading blows until it stops moving, we will lose. I've seen its stats, and it'll easily drop each of us in a single turn. So, we need to play smart. We're planning on smearing toxic mushrooms on a cow and leaving it out for the Roc. DM willing, we're then going to use a ballista to launch a harpoon at it and reel it back to the ground. A poisoned, land-bound Roc is significantly easier, and we might even have a chance of defeating it in a straight up fight. But that's not enough. Next we'll net it so that it can't move at all. Then, and only then, will we engage it using ranged attacks. This is still a monstrous bird that could crit any one of us down to instant death so we cannot afford to let it attack even once. Giving it that chance would be a mistake by all reasonable metrics.

In a typical D&D campaign this generally isn't necessary because DMs tend to scale challenges to the party's strength. If, however, you want to seem godlike for your level, then taking a minute to plan the optimal assault plan (time willing) will drastically increase your overall effectiveness.

Edit: I really went off on a tangent there. To relate it back to the OP, going unconscious sucks. It means you are no longer able to choose what you do, and that is generally not enjoyable. Playing smart reduces the chance of going unconscious, and therefore reduces the time spent being unable to choose what you do.

Really liked your post so I turned it into it's own thread!
 

Psikerlord#

Explorer
I get rid of my fighter and make a paladin. Paladins are in almost every way better than fighters. I thought fighters were doing ok when we first started 5E. They are perhaps better off than in 3E/Pathfinder. Fighters still pale in comparison to paladins. The only reason the paladin in our group looked bad was because the player was playing the paladin poorly. When watching a well played paladin versus a well played fighter, it's not even a contest.

This is because paladins are borderline OP in 5e (for better or worse, mostly worse if you are stuck playing a fighter!)
 

Psikerlord#

Explorer
18. I use a magic hammer that does 2d6+1d8+5 so I've sacrificed defense for damage. Normally, I'm fine. But I just get really mad when I'm knocked out in like...2 turns like last time. I got paralyzed turn one and knocked out by turn three because every attack from 5 feet in front of you is a crit and I got hit with 2 of those like 8 d10 damage.

IF you specialize in burst damage and sacrifice defence, this is inevitable from time to time. Suck it up!
 

Psikerlord#

Explorer
I'll give you an example. I'm playing in a game where everyone is level 3. Tonight we will be facing a CR 8 downgraded Roc. If we rely on trading blows until it stops moving, we will lose. I've seen its stats, and it'll easily drop each of us in a single turn. So, we need to play smart. We're planning on smearing toxic mushrooms on a cow and leaving it out for the Roc. DM willing, we're then going to use a ballista to launch a harpoon at it and reel it back to the ground. A poisoned, land-bound Roc is significantly easier, and we might even have a chance of defeating it in a straight up fight. But that's not enough. Next we'll net it so that it can't move at all. Then, and only then, will we engage it using ranged attacks. This is still a monstrous bird that could crit any one of us down to instant death so we cannot afford to let it attack even once. Giving it that chance would be a mistake by all reasonable metrics.

In a typical D&D campaign this generally isn't necessary because DMs tend to scale challenges to the party's strength. If, however, you want to seem godlike for your level, then taking a minute to plan the optimal assault plan (time willing) will drastically increase your overall effectiveness.
That sounds like an awesome fight! It is also a great example of why DMs slavishly adhering to "encounter guidelines" are missing out.
 

Doctorbatman

First Post
IF you specialize in burst damage and sacrifice defence, this is inevitable from time to time. Suck it up!

"Suck it up." Great friendly words. Wasn't looking for tactics or gym coach level advice. Was looking for people who get pissed when they're kind of useless. I'm level 13. I have gone in swinging every time. It's risky, but it always works out. I guess a better title for the thread would be "How do you keep yourself from :):):):)ing screaming when you get screwed out of playing?"

Bananas was the only really helpful poster.
 

cmad1977

Hero
You weren't useless at all. You soaked up vastly more damage than anyone else can take.
Sometimes it's more important to take the hit and let others make the play. (Semi hockey analogy).
 


Celtavian

Dragon Lord
What makes the Paladin better? Is it fixable?

Maybe by rewriting the fighter class. The Eldritch Knight is closer to the paladin, but still a ways off.

What makes the paladin better?
1. Protection Aura. Getting Charisma to all saves is an immense boon as you level up when more and more creatures have harsh special abilities with saving throws.

2. Spells. You have more versatility with spells. The paladin has some powerful auras.

3 Healing. You can heal others or yourself for more damage than the fighter can second wind. You can also remove poison and disease and other effects at higher level.

4. Immune to Fear. This one becomes bigger later on.

5. Vows: The Vows are very powerful in the biggest fights and usable every short rest like a fighter's action surge.

You get all of the above with d10 hit points, heavy armor, and a fighting style. The only thing the base fighter has that is better is action surge and one more attack than you at lvl 11. Neither of you will likely get to use your lvl 20 abilities. The only competitive archetype the fighter has with the paladin is the Eldritch Knight.
 

Yes the paladin is strong. But the fighter is far from being underpowered. Funny how the pendulum swings from eldritch knoght being the worst fighter archetype to beingt the best. And I guess I know the reason: depends on the number of short and long rests you get. The paladin as well as the eldritch knight need long rests once in a while, the paladin even more so.
 

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